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Boeroer

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Everything posted by Boeroer

  1. Tactical Barrage gives you +1 Power Level which will give you some small bonuses with most of your abilities (+5% dmg or duration and so on). But in case of Stunning Surge and esp. Swift Flurry and Heartbeat Drumming Disciplined Strikes is strictly better. Escape 1/encounter when bloodied is not comparable to Unbending. If you don't know where to get the ability point: Rapid Recovery is worse than Unbending... Single Weapon style is better in the early game but worse later on. You also can't use it with fists. And you will have to use fists as solo Devoted. Clarity is def. important. Recovery is lower with DEX and Swift Flurry. Generally solo PotD is a lot harder if you try to focus on offense too much.
  2. It's additive, so it's not superbad - but when going solo I think the bonus MIG is not worth the risk. Different story in a party of course. Nalpasca solo is better in my opinion: more wounds due to drugs, longer effect of drugs, drugs are plenty and cheap (you can even craft them). And when going solo on PoTD you need to use consumables anyway - so win/win kind of.
  3. She has a nice lvl-1 spell - for starters.
  4. Single class Monk. Just because Resonant Touch in combo with Whispers of the Wind (with dual blunderbusses or dual mortars or Sun & Moon + Keeper of the Flame...) lets you stack hundrets of TOuches which then can be used to kill the megaboss in one stroke, bypassing scripted effects and healing.
  5. Resistance stacks like conversions: multiplicatively - one gets checked after the other. THe more you stack the less impact additonal resistances/conversions have. It is crap - at least for a whole ability point. You can buy better stuff with that. Blackblade's Hood may be an aternative to Fair Favor.
  6. Uncanny Luck is not very good, I agree. Even if you're looking for high crit conversion it's crap. Where's Unbending? A must-have in my opinion.
  7. With Swift Flurry and Heartbeat Drumming you want Disciplined Strikes, not Tactical Barrage. You might want Clarity of Agony. Rännig's Wrath: great pick. But what's in your offhand? Single handed style? I'd maybe use Tuotilo's Palm. It works with Transcendent Suffering and also well with your backup fist setup for pierce-immune foes while it removes the long recovery of the Rapier+modal on Full Attacks.
  8. That looks like Blooded. Are you sure it's the correct entry? Because the AR bonus of Thick Skinned totally works above 50% health.
  9. In my opinion a Nalpasca solo is easier than a Helwalker solo - but in general single class Monk is very good.
  10. Maybe it's still the case, maybe it got fixed, but multi-projectile weapons like Blunderbuss, Frostseeker and this crossbow didn't work well with Imbue shots: the first projectile would trigger the imbue spell (so far so good) but the following projectiles would not do hit rolls and thus get lost completely.
  11. Hm... don't know how you pull that off since the Terrified affliction removes your engagement from enemies. What you describe worked reliably in the open beta but was soon patched out because Unbroken/Wizard or /Trickster destroyed engaged enemies with that combo. Did this change recently? What does work is focus generation if you disengage and then trigger Riposte. But this doesn't work once enemies are terrified as well. My favorite party comp. I don't know. I don't have a favorite one I guess. Most fun I had with Mortar Monk so far I think.
  12. Depends on your definition of "easy", but Herald is always rel. maintenance-free and easy to play - even without summons. High defenses and good passive self heals (meaning basically infinite health as long as you don't receive too high dps). A popular combo is Goldpact/Troubadour since Gilded Enmity is basically for free once you get Sworn Rival (and kill the enemy) and Troubadour with Brisk Recitation lets you dish out invocations faster while the loss of linger time doesn't hamper your Ancient Memory.
  13. Frenzy Ward stacks with Frenzy and other speed buffs. Fear Ward is especially nice since you won't get attacked a lot. Don't forget Blood Thirst. It's awesome with spells. Also all damaging spells will stagger on hit if you use Spirit Frenzy. If hit with a weakening/sickening spell you can drop enemies' fortitude by 20 - and Brute Force can often target the lower fortitude then. Both options are nice but the Warlock is a bit more interesting to play in my opinion. Can also use melee from time to time. Check out Citzal's Spirit Lance with Spirit Frenzy & Blood Thirst.
  14. Thanks Sherlock. Always a pleasure to lend a helping hand... and hide the cocaine.
  15. No. Once you shift you only retain bonuses from non-weapons and non-armor items. You wouldn't want to switch or shift. Also the DoT reacts to a loss of PL immediately as long as it's active (like Healing over Time or other pulsing effects like Wicked Briars or Wenombloom as well): the damage etc. of the ticks will drop. So just stick to the Spine as long as you want to cast Beast/Plant spells with longer duration and keep up your Wellspring of Life. Hence I almost never shift with an Ancient - because why would I want to? I mean except if I get attacked in melee a lot maybe. But you might want to prevent that.
  16. You shoud have written "Phalluserel Forest" - that's its official name here in the forums.
  17. It's really a mess right now. Like it was just released. I don't want to play it atm because since the introduction of turn based beta there's tiny bugs crawling out of... everywhere.
  18. Who would have thought that this ACC bonus was so tricky to implement that you could screw it up in such a creative way.
  19. I guess that's why the spotting is done via Perception (yours or your characters') and the disarming via Mechanics skill.
  20. Yeah - if you want to keep things in balance you have to come up with things that are somehow cool without being too powerful. That's difficult. Stuff like Stormcaller is cool - but not too powerful (in the sense that it doesn't break the game/weapon balance).

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